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Messages - riryoku

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1
Releases / Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.4
« on: 2011-09-18 11:26:13 »
Thank you so much for this mod!! I'm having so much fun. I never thought I'd be able to experience FF7 in such a new way like this.

Just finished the first Jenova fight on the cargo ship. Such a great fight! Took me a few attempts to get into a decent rhythm of fighting and healing. Wasn't sure if my levels were too low but I'm trying not to level too much in case I end up making the game easier than it should be. I love a challenge. I'm just annoyed the game continues to freak out if Cloud isn't in my party during story events. I thought I could finally have my all girl team thanks to Black Chocobo but that's off topic.

Also damn that Locke, Venus and (always forget the other one) battle was crazy. I had to use Loco Weed to make them kill each other! I realised after I think they were countering physical attacks? So I was making it more difficult for myself by opening with throwing a shrapnel at them.

Edit: Aww no Ifrit boss but I guess that would be rather cruel after just having fought Jenova.

2
Thanks a lot for the advice.

While I was waiting I manually installed all of the mods I was wanting but I'd like at some point to try again with the advice both of you have given and try to get this working so you can say the installer runs perfectly for yet another person. ;) I should hope to have time to try again within a week.

Keep up the great work PitBrat!!

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Tried an installation using all the default options. The game runs now however there are no movies, the music plays twice about a second apart and the graphics are screwy. Especially on the world map, the textures don't load at all so I just get black with EXTE scrawled all over, even over the chocobo ranch. I'm obviously missing something simple if the default doesn't even install correctly. I'll keep trying! ::)

Hm I wonder if I'm doing everything correctly: All the mods, bootleg stuff and FF7 zip in one folder, a clean install of FF7, run bootleg then BFE, choose options and direct all the installers to the path the bootleg tells you to?

Also you say the config file is supposed to open during the install? It never opens for me. When I change it to 1280x960 and turn fullscreen off after the install, the game doesn't take notice of my changes. And the final size of my FF7 folder is 5.76gb when you say it should be 9gb.

Edit: Oh yeah and when I run BFE I get Application1 isn't working but everything still seems to run smoothly after that so I forgot about this error. Is this a problem?

4
Ahh darn, I didn't get any errors during the installation but something has gone wrong. Either the game immediately crashes, the screen just stays black or once I got to the menu but no movies played and the graphics were badly messed up. Not sure if I did something wrong on my end so I'm gonna reinstall again tomorrow and see if I can get it working.

Whether I get it working or not I'll still take this time to say thanks for all the work you've put into this. It really is great. 8)

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Solved Problems / Re: Avatar Problems
« on: 2011-09-09 00:05:59 »
Ahh thank you! You pointed me towards my problem. I didn't properly nosey around in the DK folders before now so I never noticed that's where the PNG versions of the avatars are. They were overwriting the .tex versions I put in the regular menu_us.lgp. It's fixed now! :-D

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Solved Problems / SOLVED: Avatar Problems (Not changing)
« on: 2011-09-08 23:51:54 »
Hi, I'm really sorry I've failed to find a fix for this but I have been searching through the site for various mods for a day now and even searching specifically for this error, I couldn't fix this myself.

I've tried making my own avatars to go into the menu. I did a test one at first on chocobo and it worked fine so I made a set and thought it would all go smoothly from there. However the only avatars which are actually changing are young cloud and chocobo, the rest are the original avatars. I've deleted the cache folder (Square Soft, Inc\Final Fantasy VII\cache yeah?) as I saw others have been instructed for avatar problems but that hasn't updated them. I've double checked the menu_us.lgp as well to make sure the new avatars are indeed there.

I'm not sure why only two are working.

I'm using the menu overhaul M003 but that won't interfere I think, especially since two are working fine.

Again, I'm really sorry if this is something silly that I've missed!

7
Archive / Re: Replacing Cloud with Aerith?
« on: 2008-12-16 11:15:32 »
From the tutorial I found (Scorpicus's tutorial) it should be possible to switch any of the field characters though I'm having one problem attatching extra parts to the models like tifa or aerith's ponytails. (So I still couldn't switch Cloud with Tifa even if I wanted to, until I figure out what's going wrong. Kimera just won't attatch it somehow.  :|)

It appears I also can't combine this with the PRP mod which I'm very upset about. I absolutely love that mod.  :lol: Looks like I'm going retro on this one lol.

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Archive / Re: Replacing Cloud with Aerith?
« on: 2008-12-15 00:21:10 »
Yep, I'm working on replacing the field Cloud with field Aerith just now (though its not going perfectly lol). Though just changing the field files won't be enough to achieve what I'm wanting. I don't even think it will prevent my game from freezing when the party members split from the main character because even though it will look like Aerith, the game will still think of her as Cloud and without him in the party it will crash again.

I've spent days searching and searching through these forums and google. Looks like I have many more days of searching to come.  :roll:

I read that Borde could possibly include support for battle animations through Kimera though I think that was almost a year ago and it doesn't seem likely by the looks of the thread. Bah, if Cloud can be replaced with Sephiroth then it can be done and I shall find out how!  :x

Thanks for the input Leighos.  :-)

9
FF7 Tools / Kimera: FF7 p model simple editor
« on: 2008-12-14 23:57:28 »
Hmm.. I read through the pages for ver. 0.84 and no one else mentioned this but I can't add any parts to my bones. I'm trying to replace Field Cloud with Field Aerith and I've been following Scopicus' tutorial but it just won't let me add Aeris's ponytail to the back of her head. This a bug? I followed the guide exactly so I don't think it's something I've done, though it's always possible.

Edit: Ok, I found the ver. 0.83b earlier in the thread and tried adding the part to the bone in that but still nothing. The only thing that happens is my model is turned upside down... Not a glitch then, sorry about that. Though can anyone point me to where I may be going wrong? I did follow the guide exactly....

10
Releases / gjoerulv's "Hardcore" mod
« on: 2008-12-14 09:59:34 »
Awesome, thanks for this. Definately going to try it out!!!

....sheesh, I wonder if you altered the Emerald and Ruby battles.  :evil:

Edit: Yeowch, did you put Guard Scorpions crit rate up? Or am I just extremely unlucky? lol Crit after crit after crit....

11
I have had the same problem with my game and I haven't been using FF7Music. The sound cut off from the start of the fmv of the reactor blowing up, to the point where you meet Aerith for the first time. No music. No sound effects.

Edit: Not looking for a fix, just saying it happens without FF7Music as well.

12
Archive / Re: Replacing Cloud with Aerith?
« on: 2008-12-14 00:30:44 »
Ahh, I had version 1.0 of wallmarket which didn't allow you to edit the initial attributes of characters. Got v1.1.0 now thanks. :)

All I know of the flevel file is that it contains the text displayed when in the field. At least I know there is hope that I can make a replica Aerith. Though I don't know any hex coding so if it is difficult, it seems unlikely I'll be able to until the new WallMarket is released.  :-(

For now I can work on replacing Clouds models with those of Aerith and learning how to replace his animations and limit breaks with hers. I don't even know which files the information for these is held in.

Edit: I'm trying now to replace Clouds battle model with Aeriths. I thought I could switch all the files starting with rt (Clouds models) in the battle.lpg with those starting rv (Aeriths models) but they have a different number of models. Cloud = 38, Aerith = 44. The unique file Cloud has is rtba and the unique files Aerith has are rvaq, rvbk, rvbl, rvbn, rvbo, rvbp and rvbq. I tried switching the names of the files they shared in common to see what would happen but lpg tools won't create me a new battle.lpg. I keep getting a stream read error, but changing the v's and t's in the file names is the only alterating I've done to the extracted battle.lpg files...
I wish I could get my puny brain around all these files.  :? I know there are some programs with which you can view and slightly alter animations, but they can't be used for anything like this right?

I don't want to just give up. Once I learn how to do one character, I'm sure I'll be able to do much more.

13
Archive / Replacing Cloud with Aerith?
« on: 2008-12-13 23:44:01 »
I would like to create a game where I can play as the three female characters from the beginning, and begin and remain at lvl 1 throughout the entire game.

My first attempt at creating a game like this involved me using Hojo to set all experience values gained from every monster and boss in the game to 0. I have this working fine. I then after reaching the first save point in the game, replaced Cloud and Barret with Yuffie, Tifa and Aerith using Jenova and calulated a set of stats for them at lvl 1 before changing all their stats appropriately.
Two problems arose here. Firstly: The game seems to have a basic exp value for some of the characters including Tifa. It will not allow me to save edit her base exp lower than 8 so she automatically levels up to lvl 2 when I use her. Second problem: Because Cloud is not in my party sometimes the game will not load his field model and I'll be running around the screen invisible. This is not a problem unless it occurs at a scene where the other party members spread out from Cloud at an event (such as when Barret appears out of Cloud when you set the first bomb before Guard Scorpion). at which point the game will freeze.

I continue'd on through the game though when I came to the second boss, even though I have placed Yuffie, Tifa and Aerith in my party at the save point directly before, I still went into the battle with Cloud, Barret and Tifa (woo at least one of my girls lol).

To get around these problems, I figured I could simply replace Cloud with Aerith if possible. Then after doing this, maybe switch Yuffie with Barret and see how I get on from there. I know it would screw up the story but I dont mind. It's the battles I care about just now. (Also it would be funny watching Cloud being killed by Sephiroth and Aerith emo'ing over his death instead, LOL!)

I know you can switch battle and field models by editting certain files in the char.lpg and world_us.lpg files using Ifalna to locate which file belongs to which character, yes? Now I need to know how to replace a characters animations and limit breaks with anothers? I know this is possible as this is done in the Sephiroth Patch, BUT I'm not sure how this will affect the levelling up of Aeriths limits, as Cloud and her gain limits at different speeds. (For example, Seal Evil requires Aerith to use Healing Wind 7 times whereas Cross-Slash requires Cloud to use Braver 8 times). Will switching the limits, also switch how they gain new limits?

It's not enough to have Cloud look and act like Aerith, I need him to be an exact Aerith replica only in his place.

Also as a little side question, anyone know of a way to alter the amount of experience each character starts with? Jenova just will not let me lower Cloud from lvl 7 to lvl 1 and Tifa from lvl 2 to lvl 1. (Which very slightly affects their stats.  :-()

I searched around the site looking for info on switching characters but I only found examples of people doing so but no hints on how to do it. (One thread that looked promising was dead...)

Thank you very much to anyone who can help me.

14
FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-10 11:54:27 »
Ooh your mentioning of wall market gave me an idea. There must have been something wrong with my original kernel.bin file somehow, but after I created a new kernel and kernel2 using wall market, Hojo successfully updated!  :lol:

Thank you~! I can finally get playing!  8-)

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FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-09 20:04:33 »
Yep, I'm playing the PC version. I tried changing kernel2.bin also but I still get the same error.

Well thanks for your help anyway.  :-) Hopefully someone else has an idea that will work.

Edit: I feel really silly since I know so little about these files and how they work. Something else I noticed that I thought I should mention is that there is a lot of extra files in my data\kernel folder. There is kernel.bin and then kernel.bin0 up to kernel.bin26 and then kernel2.bin with an extra 9 to 26. I checked my backup data files from before I started modding and the kernel folder there does not have all these extra files. Though I tried updating the kernel.bin in my backup folder and still got the error. I'm not sure if this is any extra relevant information but I also get an error while trying to compile a LGP file using LGP tools saying 'stream read error'.

Should I create a new topic elsewhere for this matter? I didn't expect it to be this much trouble and I don't want to spam this thread if this matter should be elsewhere.

Man, I'm so anxious to get playing this. Hehe.

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FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-09 19:18:30 »
Thanks you very much, I didn't know. ^^ I'm not very knowledgable when it comes to these things.

Though when I select 'update kernal file' I get an error simply saying 'An error occured during kernal file updating'. I tried updating the kernal file in its original folder and in the folder where my scene.bin is located and then I tried again in a completely seperate folder for the sake of it. Tried running as administrator, it was the only other thing I could think of but that didn't help. Took a nosey on google as well to see if I could find whats wrong but no results.

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FF7 Tools / Re: [Release] Hojo 1.0 - enemies editor
« on: 2008-12-09 17:56:21 »
Hi.

Thanks Squall! I was jumping for joy when I found this program. I was hoping to create a FF7 game in which you gain no experience from any monster or boss in the game. So I downloaded this and got to work setting all EXP values to a big fat 0!

Unfortunately, somethings gone wrong and now none of my scripted battles are what they're supposed to be.  :| The first two guards that you have to fight on the station platform have been replaced by a single Guard Hound that back attacks me. The two guards now appear in place of Guard Scorpion in the first boss battle and if you wander around in the area with the first save point, Guard Scorpion can now be found as a random encounter and can be faught multiple times like any other encounter.

I can ensure you the only thing I touched was the EXP. Nothing else was altered in any way.

I can't imagine this being a bug since nobody else has reported anything similar. Though I was wondering if Im doing something wrong or if I have to edit another file to ensure the scripted battles are what they were intended to be?

Thanks to anyone who can help me.  :?

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I would just like to express my extreme gratitude to Saint for this patch and to all the other members of this site and across the FF modding community for their amazing deeds. People like you help keep this game alive.  8-)

I got shivers after seeing what this patch can do. <3

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